LÖVE 0.9.0 released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
suppayami
Prole
Posts: 6
Joined: Tue Dec 17, 2013 4:57 pm

Re: LÖVE 0.9.0 released

Post by suppayami »

Wow nice work :D
Btw, where can I download all the dependencies for Windows and MacOSX?
User avatar
slime
Solid Snayke
Posts: 3132
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

Re: LÖVE 0.9.0 released

Post by slime »

For compiling LÖVE yourself? For Windows there's Megasource which has everything you'll need. For Mac OS X you can just take the frameworks (except for love.framework) out of love.app and put them in /Library/Frameworks/ and the Xcode project will recognize them. I'll get the OSX frameworks up as a standalone download soon.
suppayami
Prole
Posts: 6
Joined: Tue Dec 17, 2013 4:57 pm

Re: LÖVE 0.9.0 released

Post by suppayami »

Thank you slime ^_^
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: LÖVE 0.9.0 released

Post by Davidobot »

Is it me or is math.random() and the new love.math.random() in LOVE 0.9.0 always giving out the same number with the same seed?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
jjmafiae
Party member
Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

Re: LÖVE 0.9.0 released

Post by jjmafiae »

Did you run it in love.update/love.load?
User avatar
bartbes
Sex machine
Posts: 4946
Joined: Fri Aug 29, 2008 10:35 am
Location: The Netherlands
Contact:

Re: LÖVE 0.9.0 released

Post by bartbes »

Davidobot wrote:Is it me or is math.random() and the new love.math.random() in LOVE 0.9.0 always giving out the same number with the same seed?
Yes, the sequence of numbers is the same given the same seed. This has always been the case. That's what it's meant to do.
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: LÖVE 0.9.0 released

Post by Davidobot »

bartbes wrote:
Davidobot wrote:Is it me or is math.random() and the new love.math.random() in LOVE 0.9.0 always giving out the same number with the same seed?
Yes, the sequence of numbers is the same given the same seed. This has always been the case. That's what it's meant to do.
So if I execute the following code:

Code: Select all

randomGen = love.math.newGenerator()
randomGen:setSeed(4)

local number = randomGen:random(1, 10)
number will always equal the same number?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
Nixola
Inner party member
Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: LÖVE 0.9.0 released

Post by Nixola »

Exactly
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
jjmafiae
Party member
Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

Re: LÖVE 0.9.0 released

Post by jjmafiae »

its like minecraft
User avatar
Dattorz
Citizen
Posts: 66
Joined: Sat Oct 27, 2012 12:32 am
Contact:

Re: LÖVE 0.9.0 released

Post by Dattorz »

Exciting release! I just updated my own engine code to 0.9.

There's some undocumented breakage(?) in love.filesystem.load(). When the file it is trying to load doesn't exist, it simply returns nil. Previously the function would call error() stating that the file did not exist. This is actually a welcome change for me as I use .lua files as a property system and would rather print warnings than errors if the properties.lua file is missing - now I no longer have to wrap the call to love.filesystem.load() within pcall(). The change did, however, cause my warning messages to go weird.

Then again, the wiki never quite specified the error behavior on a missing file. Yet, the change also means that said wiki page is now out of date.
Post Reply

Who is online

Users browsing this forum: No registered users and 183 guests